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Nov 28, 2011

Volibear Patch Jungle Change Overview

1 comment
Who dares disturb my jungle...

As of the new Volibear patch, a number of significant changes have been made to the jungle. I'd like to go over each of these points in this post.

Small camps now respawn faster, but have reduced rewards
  • This means that farming in the jungle is more important than ever before
  • Failed ganks mean falling even more behind than earlier
  • Depending on if the jungle camps have both EXP and Gold reduced, this could mean sustained junglers can now keep up/outlevel the solo lanes by continuously farming
Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
  • More sustained jungling. Just like how we used to kill small camps with wriggles on to gain health, junglers can now gain health whether or not they have wriggles/lifesteal.
Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
  • This makes blue and red buff control even more important than ever. Not only will controlling blue buff gimp/strengthen the AP carry mid, but the amount of resources lost will be more significant than before.
  • This will also allow junglers to get to end game faster, but also makes it very dangerous to fall behind as a jungler. 
Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
  • Small change means that it's more difficult to accidentally take your jungler's creep xp early game.
Ancient Golem camp experience increased slightly and gold reduced slightly
  • Small change
Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
  • Makes Ancient Golem buff a little less infinite for late-game casters
  • Allows energy-based junglers to make more use of the buff.
Lizard Elder camp experience increased and gold reduced slightly
  • Minor change
Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
  • Makes it easier for people to get away from ganks...especially Skarner's infinite slow ganks
Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
  • Indirect nerf to Karthus, who took Baron and Dragon super fast with his magic-shredding wall
Baron Nashor will now push wards away if you try to place one too close
  • Makes it so that when you place the ward directly on top of Baron, newbies won't be completely oblivious as to how to kill the ward. A good change in my opinion. In case Baron doesn't move it far enough, the solution to kill it is to attack ground when you're near the ward. (With oracle/pink ward)
Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro
  • They should be easier to re-aggro to begin with, and this instant heal will be pretty annoying. Can't say I approve of this change, and it seems to penalize players for fail leashes pretty hard.
Got more comments on the changes? Post below! I appreciate your input :)

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1 comment:

  1. OH that's how you kill that stupid ward? I thought it was sooo OP since it was like an unkillable ward on Baron lol


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